1 #ifndef __TriangleMeshSplatRendering_hh__
2 #define __TriangleMeshSplatRendering_hh__
4 #include <bias_config.h>
6 #include <GLviewer/GLProjectionParametersInterface.hh>
7 #include <OpenGLFramework/Base/glfShaderProgram.hh>
8 #include <OpenGLFramework/Base/glfTexture2D.hh>
9 #include <OpenGLFramework/Base/glfFramebufferObject.hh>
10 #include <OpenGLFramework/Base/glfScreen.hh>
11 #include <Utils/ThreeDOut.hh>
12 #include <GLviewer/Scenes/SceneBase.hh>
33 void SetInternalResolution(
int width,
int height);
39 void SetDepthTolerance(
float depthTolerance);
46 void ComputeDepthTolerance(
float fraction = 0.01f);
60 void ClearThreeDOuts();
71 int internalWidth_, internalHeight_;
72 float depthTolerance_;
75 bool mustCreateShaders_;
76 bool mustCreateFrameBuffer_;
79 void CreateFrameBuffer(
int width,
int height);
88 std::vector<BIAS::ThreeDOut*> tdos_;
93 #endif // __TriangleMeshSplatRendering_hh__
float GetDepthTolerance() const
Returns the current depth tolerance.
Unified output of 3D entities via OpenGL or VRML.
Scene for rendering multiple triangle meshes generated from depth maps.
A shader program composed of several shaders.
Abstract interface class to handle changes in rendering parameters by controllers and in rendering co...